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Everything posted by Red Pyr4mid
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Maybe related to actual DDOS attacks affecting Battleye, EA and SOE servers? I'm just guessing
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Update Rev. 0.36.115535 (Experimental branch)
Red Pyr4mid replied to Hicks_206 (DayZ)'s topic in News & Announcements
Any ETA for Stable branch? -
Pending Changelog: Experimental Branch: 0.33.114782
Red Pyr4mid replied to rocket's topic in News & Announcements
Yes, joining experimental servers = dying of starvation. -
Rolling Changelog: Stable Branch: 0.32.114557
Red Pyr4mid replied to rocket's topic in News & Announcements
So we'll be able to hide both backpacks and tents for storing items? -
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Ammo Load/Empty 30Rn STANAG (coupled): Exploit?
Red Pyr4mid replied to (TMW) Marion Mic's topic in General Discussion
Not sure if we can call it exploit but need to be fixed soon or late, maybe changing stack limit to 60 rather then 30. -
Already upvoted your idea also on Reddit.
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According to what Rocket sad yesterday about DayZ Standalone on Reddit: Markers gone. Position gone. Little exploits allowing you to place next waypoint gone. GPS not in yet. Two compasses, orienteering and old brass one. Both fully animated. Will be probably adding PiP to help orientate them and use them but only basic functionality available for the alpha. Would be possible to remove any waypoint/marker from the mod? Actually I can't see any use of them except: Orienting obviously but the informations are so accurate that is like your character is following Google Maps on a smartphone (seriously we need to get lost sometimes, Chernarus in not a huge map after months of gameplay)Using waypoints instead of rangefinder for sniping purposes (unfair)Placing markers around the map to share crash sites/trolling at other players (unrealistic and not in line with survival atmosphere) At least we can have the chance to place a marker only by using GPS when we find it, it's a rare item and giving it a proper use will be a good item/tool balance IMHO.
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Also the Krasno screenshot is outdated, it miss the plane wreck at the end of airstrip.
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All videos about 1.8.1 features are amazing, can't wait to test/play it. Think we also have more players after Arma II sales.
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AWA Servers (Veteran/Hardcore/Overwatch/Epoch) [1.8.0.3] [Whitelist]
Red Pyr4mid replied to DMZ_Sniper's topic in Mod Servers & Private Hives
I didn't know you also support JSRS soundmod! Is this related also to CHERNARUS #1? I'm also curious to know if using JSRS could have impact on client FPS performance, please let me know and *bump* ;) -
Any chance to use newest ARMA 2 OA Beta client 112555 (released yesterday) in combination with DayZ Mod 1.8.1?
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I confirm.
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What about flies on dead bodies, you said that have been removed since 1.8 for database cleanup issues, any chance to reintroduce them with the next patch? Sorry if I had already asked once but seeing bodies without flies make me feel kinda the game is missing something
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Quick hotfix well done.
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This one: http://www.gametracker.com/server_info/62.21.98.156:2302/
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I'm testing 1.8.0.1 on a polish server, I don't know if here everything is ok with server files because actually the update wasn't officially announced but seems to work great, I like also the renewed lumberjack system. What about flies on dead bodies, you said that the flies have been removed since 1.8 for database cleanup issues, any chance to reintroduce them with the next patch?
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I mean - if is possible - not to remove tools from toolbelt such as machete and hatchet, but fix the encumbrance of all melee weapons in terms of slot to 10 item slots (like primary weps) when putted into backpacks, just because you can't put 16 hatchets into an Alice pack, also is right that weapons in general requires more than 1 item slot of the backpack. Can you restore flies for the next patch? Right now it's almost impossible even to retrieve our own bodies. No reason to wait, you just need to apply an easy fix for that: http://dayzmod.com/forum/index.php?/topic/148119-dayz-18-dev-bug-list/#entry1471871 Your players will appreciate ;)
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These are the problems I've experienced today: Kick for ScriptRescription #1 when gathering comfreyNo "Gear" on the action menu before and after killing and gutting any animal (actually is not possible to carve meat from animals)Melee weapons coming from toolbelt (hatchet, machete and crowbar) uses 10 item slot only if they moved into backpack while equipped. In short they take 1 item slot if moved from the toolbelt and 10 item slots if moved while in hand, baseball bat works perfectly and take always 10 item slots. I propose to fix the encumbrance of all the melee weapons to 10 item slots always, in every condition.An already reported bug with the new Carry slot that allows to replace the melee weapon with any firearm and gives the possibility to go around with two main weapons instead of one.Found tons of dead bodies and never heard any flies.Just to point out some issues, the update as I have already said is awesome and I'm also excited for the rolling changelog: the ability to remove parts from vehicles will be awesome, maybe will be also useful to add a status in percentage of vehicle parts like done in other mods. <- this has already been done in 1.8 with the new Repair vehicle section, I like it
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Third! Totally agree with Fraggle, I love fishing in Cherno ..
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Thanks to you for keeping the mod alive with your hard work with scripts ;)
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I think is scheduled to being released tomorrow from reading dev changelog. If you wanna try it there are also 2 testserves open for all: one in US from BMRF.me and one EU from TMW.com. I think is a really outstanding update R4Z0R49 but I believe there are some duping issues with Carry slot and if that was intended for carrying only melee wep actually there is a trick to pick 2 main weapons: e.g. 1 => rifle (AKM), 2 => pistol, 3 => melee DMR. Maybe a little OP if not fixed.
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So you are telling us that you prefer abusing the bug where you are not heard by zombies while shooting with SD mags with no-SD weapons? Seriously? SD weapons needs to be very rare, this is so obvious imho.
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Melee Weapon Quick Switch Help/Advice
Red Pyr4mid replied to r4z0r49's topic in DayZ Mod General Discussion
I'm voting for the 1st option, the secon one is unrealistic and too fast for PvP combat imho. -
http://dayzmod.com/f...phics-properly/